v1.01 - Cores & Custom Maps


Hi everyone! Today I bring you the first major update to the game. Firstly I want to thank everyone who has played the game, the amount of plays really surprised me :) Let's go over the main features. You can find the full changelog in the bottom. I will think about posting devlogs more often in the future, or even smaller updates, if I have something concrete done. No promises though :D

Major Updates

The Map Painter was one of the first features I wanted to get done, as it would automatically make the game more replayable. It is very simple to use. There are some limitations that I have yet to tackle. Firstly, I couldn't yet figure out save management in webGL games, so your maps will only be saved during the current gaming session. Second, when developing the game, my game runs at around 300fps, so painting is very smooth, but because browser games are capped at 60fps, painting with really fast movements produces a disconnected line, as seen on the image above. You can easily mitigate this by painting a bit slower, but I will try to come up with a solution in the near future. If you can paint awesome maps, I'd be happy to see them :D

As you know, when a nation annexes another, their capital is destroyed and a city spawn somewhere in the attacker nation, which gradually increases Revolt Chance. This was a problem because large nations would be in a constant loop of fighting rebels they had already defeated, because killing rebels was no different to killing independent nations.

This has now changed, with the addition of CORES.  If a rebel nation spawns, and their former master manages to destroy them, that nation now gets a cores where the rebel nation capital was (so not in a random location). These cores do not contribute to rising revolt chance, and cannot spawn rebels. They are also more easily defendable. This way if a nation manages to defeat rebels on a steady pace, they will make themselves permanently stronger.

Also, if another nation conquers a nation's core, it will be transferred to a normal city, but if it's rightful owner manages to get it back, it will be automatically reverted to a core. I initially planned for cores to permanently increase combat efficiency, but it proved to be too OP. If I implement ideologies or tech, those will be ways to improve it.

You can now have an effect on the world by using the new God Mode actions, from the nation view. Nations will still act autonomously, but you can force them to attack a neighbour or spawn a revolt in one of their cities. Attacking works by clicking the attack button and selecting a target on the map. If the nation has a border with you, war will start.

This feature is not intended to be a "playable mode", though you can try :D This is more for trying to nudge things in some direction, and an easy way to continue if a nation manages to conquer the world. Just remember that the nation has full control over itself and can still start wars without you, and once you start a war, you don't have a say in how long the war will last.


Text popups have been improved by giving them color coded names, which you can click to focus on said nation.


When a nation is selected, its active revolts will now have a red highlight to easily spot them.



Stats pages have been made more compact, and a Min-tab added, to check smallest or youngest nations.

Changelog v1.01

Major features

  • Added Custom Map Painter. Up to 5 maps of various sizes can be created. (Note: Maps don't get saved to memory at this point)
  • Added Cores, which appear if a nation defeats one of their revolts. Instead of the revolt's capital getting destroyed and a random city spawning, the revolt's capital is converted into a core. Cores do not increase revolt chance and cannot spawn revolts.
  • Added God Mode actions, allowing you to command a nation to attack or manually spawn a revolt.

Maps

  • Replaced Two Frontiers Map with Istanbul Area Map
  • Added more traversable sea around Indonesia to make Australia less OP.
  • Added sea crossing between Fire Nation and Southern Air Temple
  • Other minor edits to premade maps

Gameplay & User Interface

  • Added option to disable revolts in session setup.
  • Added better tips to menu and game setup screens.
  • When focused on a nation, their surviving revolts will now have a red highlight on map.
  • Adjusted stats screen and added Min-tab for both size and age.
  • Text popups now have color coded names that can be clicked to focus on said nation.
  • Improved zoom limits. Game now zooms out to show whole map on session load.
  • Fixed nation view to show proper nation age
  • Other UI- and bugfixes

AI

  • Nations will now focus more on destroying their revolts.
  • Nations will no longer start more than 2 wars. They can still be attacked, but they themselves won't commit die by going to 5 wars at once.

If you have any comments or find any bugs in the game, please let me know!

Get Ages of Conflict: World War Simulator

Buy Now$6.99 USD or more

Comments

Log in with itch.io to leave a comment.

From simple to complex, in my opinion, has always been the right way. It is impossible to start from scratch, without resources, a team and everything else, to accurately recreate or surpass Europa Universalis VI.

I have read and noticed that you are planning or at least thinking about implementing the mechanics of science. I would like to propose a simple and authentic way out: let the AI learn not certain discoveries, but abstract ones, like certain power-ups. So the gameplay will not be limited to certain historical periods and the player can simulate absolutely any event from the capture of Constantinople to the collapse of Yugoslavia.

I'd like to suggest a small correction: I don't think it's correct to equate water tiles with a crossing to land tiles in everything from "army" movement speed to "ownership" itself. If you put "army" for "military potential" or for "power potential", although I don't know how you could implement this, it would be possible to allow more than one AI to "own" a water cell. Or perhaps we could slow down the expansion rate and limit the ownership of water tiles to the distance from the ground tiles owned by the AI. Here, in a word, if technology appeared, it would be possible to simulate the colonization of America, because now any country that has got a way there can colonize it.

You can see in the attached screenshot that I also used regular non-movable water tiles as mountain ranges. It's more about the textures or color of these cells than about adding new states, but the mountain cells are probably the important thing.

Well, and some cosmetics. I don't know if you use predefined lists of names, but don't we have name generation tools? I know one of these: the use of the words of a certain language, the names of cities and regions as material for a method of creating new words, very similar in structure and sound to this material, but different from it. If you are interested, I can describe in more detail. Then it seems to be great if the AI had certain titles coming from the parent countries. For example, here in the screenshot I have the Crac Empire. The first of the empires. Why not add this "Crac" before or after the name of the state in honor of this. Far from all, only those that rebelled from this country or neighbored it, being of the lowest rank, and then reached the same rank?

Well, the last. GIVE THIS DOWNLOAD AND SET MAP SIZE 20000x20000

Crac World

(+1)

Here's one example map after 2022 years. You can quite easily tell which countries have held their land the longest by how much of it is cores vs cities.